Walls are destructible barriers that players can use to help protect
their buildings and resources from enemy attacks. With enough upgrades, a
single wall can have more health than any other structure in Clash of
Clans. Players get more and more walls with each Town Hall upgrade,
allowing them to make larger and more intricate base designs with every
level.
Upgrading walls is expensive and is the biggest sink of Gold (and
with a new update, Elixir) in Clash of Clans. While even max-level walls
can be readily destroyed by Wall Breakers, the higher level the wall,
the harder it is for regular units to break through.
Wall Basic Stats, Upgrades, and Number Available by Town Hall Level
Note: Each wall occupies a 1×1 tile. Walls can only attach to another
and form junctions diagonally on the screen. Walls placed directly
north, south, east, or west of another wall will not form a tight
junction. Walls that have formed a tight junction will undergo a
graphical change and clearly appear to be connected on the screen.
Wall Upgrade Costs and Stats by Town Hall Level
Wall Level
|
Cost (Gold or Elixir)
|
Total Cost to Reach Level
|
Hitpoints
|
Town Hall Requirement
|
---|---|---|---|---|
1 | 200 | 200 | 300 | 2 |
2 | 1,000 | 1,200 | 500 | 2 |
3 | 5,000 | 6,200 | 700 | 3 |
4 | 10,000 | 16,200 | 900 | 4 |
5 | 30,000 | 46,200 | 1,400 | 5 |
6 | 75,000 | 121,200 | 2,000 | 6 |
7 | 200,000 | 321,200 | 2,500 | 7 |
8 | 500,000 | 821,200 | 3,000 | 8 |
9 | 1,000,000 | 1,821,200 | 4,000 | 9 |
10 | 3,000,000 | 4,821,200 | 5,500 | 9 |
11 | 4,000,000 | 8,821,200 | 7,000 | 10 |
Number of Walls By Town Hall Level
Town Hall Level
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
---|---|---|---|---|---|---|---|---|---|
Number of Walls | 25 | 50 | 75 | 100 | 125 | 175 | 225 | 250 | 250 |
Number of Wall Breakers Required to Break Down Walls
Wall Breaker Level 1
|
Wall Breaker Level 2
|
Wall Breaker Level 3
|
Wall Breaker Level 4
|
Wall Breaker Level 5
|
Wall Breaker Level 6
|
|
---|---|---|---|---|---|---|
Wall Level 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Wall Level 2 | 2 | 1 | 1 | 1 | 1 | 1 |
Wall Level 3 | 2 | 2 | 1 | 1 | 1 | 1 |
Wall Level 4 | 2 | 2 | 1 | 1 | 1 | 1 |
Wall Level 5 | 3 | 3 | 2 | 2 | 1 | 1 |
Wall Level 6 | 5 | 4 | 3 | 2 | 2 | 1 |
Wall Level 7 | 6 | 4 | 3 | 2 | 2 | 2 |
Wall Level 8 | 7 | 5 | 4 | 3 | 2 | 2 |
Wall Level 9 | 9 | 7 | 5 | 4 | 3 | 2 |
Wall Level 10 | 12 | 9 | 6 | 5 | 3 | 3 |
Wall Level 11 | 15 | 11 | 8 | 6 | 4 | 3 |
Wall Strategy
Placing your walls intelligently is key to successful defense in
Clash of Clans. Walls help prevent enemy troops from reaching your
towers and resources. Walls slow down enemy ground troops and give your
towers a better ability to defend against attacks. In this section, we
will discuss some of the basics. See our Base Layouts guide for specific base layouts for each Town Hall level.
Wall Joints
One of the most important wall concepts to understand in Clash of
Clans is how exactly wall joints work. A “joint” refers to the point
where separate walls come together to form a tight junction that enemy
ground units cannot pass through. Consider that enemy players will
always be looking to destroy these joints, as they often give the player
access to more parts of a base then if the player was to destroy
another wall.
The goal is to avoid 4-way joints at all costs. If a wall from the
northeast, northwest, southwest, southeast all intersect at the same
spot, destroying that single wall at the center of the joint will give
an enemy player’s units access to all four areas originally walled via
that joint. It is best to instead try and stagger your walls so that the
largest joint is a 3-way joint. It is impossible not to have 3-way
joints in a base design, particularly at higher levels.
Creating Funnels
Enemy units tend to avoid walls and instead look for ground-based
pathways to get to their target. Enemy units only attack walls if there
are no buildings within reasonable walking distance to attack. As a
result, players often leave gaps in the perimeter walls, knowing that
enemy units will naturally try to enter their base through these gaps.
This allows players to then place traps at the entrance to this funnel,
forcing enemy units into their traps.
Funnels can be elaborate and extend around the perimeter of the base.
Funnels commonly circle an entire TH8 or TH9 base, dragging enemy units
across spring traps and bombs along the way. Giants and Hog Riders are
by far the most susceptible units to funnels, as these units
specifically target ground defenses as a priority.
Which Buildings to Protect?
Players have a limited number of walls at each Town Hall level. If
you try to place all of your buildings behind your walls, then you will
not have enough walls to create multiple barriers. It is a mistake to
jumble all your buildings in the center of the base then cover all the
buildings with a wall. Instead, you want to have many cells and
wall-layers that force enemy ground units to break down multiple walls
to reach your important structures.
As a result, many buildings often are placed outside the walls. This
is particularly the case with non-essential structures like the Barracks
and Army Camp.
Using Wall Breakers
It can be difficult to break through high level walls without Wall
Breakers. Wall Breakers are expensive and fragile, so some care must be
taken to protect them. It is best practice to drop a few units or a
single-high health unit (like a Giant) to serve as a distracting force
before deploying Wall Breakers. The distracting units will take tower
fire and allow the Wall Breakers to do their job.
Wall Upgrade Priority
Walls are an enormous resource sink. They also have by far the lowest
return on the amount of resources spent to upgrade them, particularly
as the levels rise. It is useful upon reaching a new Town Hall level to
push up walls to level 5 or 6, but after that, walls should be the last
upgrade priority until all defensive structures are maxed. The only
exception to this is if you are capped on the amount of resources you
can hold and your builders are all busy. If one builder frees up, you
are full on resources, and you know you can cap resources again, go
ahead and drop your excess resources on walls and then cap out again by
the time your next builder is free.
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